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5 months ago

Working on the procedural techs, you might end up with smaller tech trees or these giant tech trees, or somewhere in between.




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Been improving some of the movement jank. Coyote time no longer nerfs your jump (this was a bug). The system isn't perfect, but it feels a lot better. I'm in a balancing act of allowing lots of movement freedom and not making movement too easy.

the sun was looking a bit lifeless so I added some rotation and pulsing. Also messing with colors a bit.

Went on a really big side quest today with audio, but audio is fine for now. I have decided to give my core mechanic a little experiment. So I've been setting up the systems for it. Portals felt right.

Working on a song for the desert. Unsure if this will make it in, but I felt like making it.

I hated the prototype slime, so I gave him some SFX and a new model + texture. I also added a particle trail when the player moves (not shown here)

Very weird sun design. I wanted it to not just be a yellow dot. Experimented with a couple different designs. I also wanted to keep it pixel-y. It also syncs with the main light direction.

Did this circle fade thingy, which also makes respawn feel a lot better (although I may replace this with a button)

I needed a break from code so doing more art, made a simple 3D version of Crabby Crustacean Jr. as a merchant.

I had some really hard difficulties figuring out the code for this. There was a lot of issues. I ended up just duct taping code from the first game cutting all 2.5D stuff + adding new stuff. Also this showcases BLJ for good measure lol (sorta a bug)

The movement system in the previous project (Unity) was heavily geared for 2.5D and would require major updates to adapt to full 3D so I remade the entire Godot system in Unity from scratch. + An outline shader test